Vincent "The Evil DM" Florio (Order #19567347)
The Monkey’s
Key
Written By: Jonathan McAnulty
Art By: Matthew Dolan, Jonathan McAnulty, Other World Creations
Some artwork copyright William McAusland, used with permission.
Cover Art and Design By: Matthew Dolan
Cover Art Colors By: Sarah Hill
Layout By: Matthew Dolan
Mini Six Compatible Stats By: David G. Martin
Mini Six is a trademark of AntiPaladin Games.
PG002-1
The Monkey’s Key adventure module, story, and all associated artwork and original material is Copyright 2012 by Protagonist Games.
Vincent "The Evil DM" Florio (Order #19567347)
Contents
The Monkey’s Key................................................................................................. 3
Synopsis............................................................................................................... 3
The Hook.............................................................................................................. 3
History................................................................................................................. 4
Stavan Oakprow................................................................................................... 5
The Black Snake River.......................................................................................... 6
The Mighty River Horse.................................................................................... 6
The Beach ................................................................................................. 6
The Southern Cliff ..................................................................................... 6
The Jungle........................................................................................................... 7
Jungle Ants..................................................................................................... 7
A Fresh Carcass ......................................................................................... 7
Giant Ant Ambush ..................................................................................... 7
More Ants .................................................................................................. 8
Guardian of the Monkey Totem........................................................................ 9
Runaway Pig.................................................................................................... 9
The Killanika-jara Tribe ................................................................................ 10
The Temple......................................................................................................... 11
Trap: The Monkey’s Jaw................................................................................. 11
Spider Den..................................................................................................... 12
The Dancing Monkeys.................................................................................... 13
A Hungry Vine............................................................................................... 13
The Temple Well............................................................................................. 14
Guardian Spirits............................................................................................ 14
The Monkey’s Tail.......................................................................................... 14
The Temple Rises Up!..................................................................................... 15
The Altar and the Temple Guardian .............................................................. 15
The Central Column . .................................................................................... 15
Appendix 1 – Determining Direction When Lost.................................................. 17
Appendix 2 – Random Jungle Encounters........................................................... 18
Random Encounters ..................................................................................... 18
Player Handout 1a: Handwritten Note................................................................. 19
Player Handout 1b: Player map........................................................................... 20
Player Handout 2: Drawing of the Monkey Key.................................................... 21
GM Map 1: The Jungle....................................................................................... 22
GM Map 2: The Temple....................................................................................... 23
OPEN GAME LICENSE Version 1.0a................................................................... 24
Vincent "The Evil DM" Florio (Order #19567347)
The Monkey’s Key GM Note: All roll difficulties in
by Jonathan McAnulty this module are referred to as
“TN”s, which is an abbreviation
Welcome to The Monkey’s Key, a roleplaying for Target Number.
adventure module created and written by The Hook
Jonathan McAnulty. The idea of finding Nestled into a large scroll case, the PCs find
a treasure map that purports to lead the a map (Player’s Handout #1) featuring a
way to a lost and valuable treasure or river called the Black Snake and a temple.
location makes for an exciting adventure, Written next to the image of the temple is
and The Monkey’s Key throws a group the notation, “Here lies the Green Monkey.”
of adventurous PCs right into that very The back of the map (Player’s Handout #2)
situation. Whether naturally adventurous features an account of the expedition that
or propelled into this adventure by other produced the map, including the name of
powers, this adventure is just as ideal for a the map-maker, Elkin Surefoot. There is
one-shot adventure as it is when used as an another item of interest in the scroll case.
interlude adventure in a longer campaign. It is a round stone key in the visage of a
screaming monkey (Player’s Handout #3).
A copy of Mini Six is required to play this
module. Rules for The Monkey’s Key were
created using the Mini Six rule set of
OpenD6, created by Anti Paladin Games.
As such, the module is fully Mini Six
compatible as well as easily adaptable to
any other version of OpenD6.
Synopsis
The Monkey’s Key features a map to a lost
temple built by cultists who worshiped a
monkey-demon. Accompanying the map
is a round stone key in the visage of a
screaming monkey. The map purports to
show the resting place of the Green Monkey,
a valuable arcane artifact, long lost to the
world. PCs who investigate the map soon
identify the river tributary on the map
and, if they wish, they can find financial
assistance in mounting an expedition to
the temple on the map. Traversing the
jungle is dangerous, but not as dangerous
as the guardians within the Monkey’s
Temple. The PCs have to use both brawn
and cunning to retrieve the Green Monkey
from its resting place.
Vincent "The Evil DM" Florio (Order #19567347)
PCs who succeed on a TN 10 Wit attribute temple. Moreover, he found a descendant
or History skill roll know that the Black of the cult, a convert to a more enlightened
Snake is a fairly well known minor tributary religion, who had a key he claimed would
which flows through a section of unexplored open the doors of the temple. Armed with
jungle. If PCs do not already know this this key, Elkin gathered a squad of trusty
information, it is easily obtained. Likewise, companions and embarked on his journey.
PCs who succeed on a TN 15 History skill It did not go well. Though they eventually
check already knows of the Green Monkey. found the temple, they never made it
Information about the Green Monkey is inside. Weakened by fever and running
harder to come by than information about low on supplies, the adventurers were
the Black Snake River, but it is not an overwhelmed by “animals from the jungle.”
unknown piece of history. PCs who make Elkin Surefoot was the only member of his
inquiries concerning the Green Monkey or expedition to make it home alive. He fully
who let it be known publicly that they have intended to return and claim the Green
a map made by Elkin Surefoot draw the Monkey. Unfortunately, the fever he had
attention of Stavan Oakprow. contracted in the jungle claimed his life
soon after he returned to his family. The
History great explorer had been laid low by the bite
The Green Monkey is an idol sacred to a of a mosquito.
rather obscure, mostly defunct monkey-
god cult. Almost three hundred years ago, Elkin’s son Ryne was less adventurous,
the statue was captured by a group of but he kept the map as a reminder of his
adventurers and subsequently found its father’s work. The map would have passed
way into the collection of a wealthy patron into the hands of Ryne’s daughter, Lyona,
of antiquities. He had it only five years but it was stolen, along with many other
before he was savagely beaten to death relics, by common criminals who fenced
in his sleep by cult members who stole it the priceless antiquities for a paltry sum.
back. It thus ended up in a jungle temple Lyona, who had grown up listening to tales
north of the Black Snake River. The cult of her grandfather’s exploits, idealized his
which inhabited this temple prospered for adventures. She was practical enough
another hundred years and then perished to stay at home and marry a wealthy
in a plague. Their temple has now sat merchant’s son, but romantic enough to
abandoned for close to a hundred and fifty pass her grandfather’s tales on to her own
years and the Green Monkey has dwelt son, Stavan.
within the whole time.
The map, after being stolen, passed through
Ninety years before the PCs come across the several hands. A group of adventurers
map, Elkin Surefoot was a famous jungle purchased it from the fence and thought to
explorer widely acknowledged as one of the use it. Their ship was attacked by pirates
foremost experts of his day on forgotten who sold the map to a dockside dealer.
cultures. Despite his many successes, The dealer sold it to another group of
Surefoot’s last expedition, a search for the adventurers who made it to the jungle but
lost Green Monkey, was ill-fated. After a were slain by a green dragon. The dragon’s
year of searching, Elkin Surefoot was sure hoard, along with the map, was claimed
he knew the whereabouts of the abandoned by yet a third group of adventurers who,
Vincent "The Evil DM" Florio (Order #19567347)
having no desire for a jungle expedition, As an NPC, Stavan makes a powerful ally for
passed it on. It has subsequently passed adventurers. He has connections in markets
through several more owners until finally and museums all over the world. He can
it was found by the PCs. provide transportation almost anywhere.
He is interested in the exploration of old
Stavan Oakprow ruins and he has the financial capital to
Stavan Oakprow is now almost sixty years support such explorations. Should the PCs
old, but he still remembers the story of the double-cross him or otherwise make an
Green Monkey and the map of his great enemy of him, he can also work to make
grandfather’s last, ill-fated expedition. life difficult for them. He is not the sort to
Having inherited a sizable fortune, through hire assassins, but he is not above making
keen instincts, and the willingness to make sure they have no luck buying passage
the occasional gamble, Stavan has parlayed aboard a boat when they are in a hurry
his inheritance into one of the largest or outbidding them when they are trying
fleets of mercantile ships in the country. to buy some important magical piece of
In addition to his business endeavors, equipment.
Stavan has long been a staunch patron of
explorers and adventurers. He has financed
numerous ventures. Though he has a
very nice collection of artifacts and relics Stavan Oakprow
in his palatial home, he has donated far
more than he has kept to public museums
Scale: 0D
and collections. Despite his well deserved
reputation for a certain ruthlessness in
Attributes:
business, among students of archeology,
Might: 2D Wit: 3D
there are few names more respected than
Agility: 2D Charm: 3D
that of Stavan Oakprow.
Skills: Brawling 3D, Dodge 4D, Knife
Using Stavan
3D+1, Stealth 3D, History 5D+2,
Such is the extent of Stavan Oakprow’s
Search 5D, Command 4D+2, Diplomacy
connections, within a few days of the PCs
6D, Persuasion 4D+1
making any inquiries concerning either the
Green Monkey or Elkin Surefoot, Stavan
Gear: Knife (+1D), Leather Armor (+2),
hears of it. When he learns the PCs have
Gold Pouch (100 gold pieces)
his great grandfather’s map, he offers to
fully fund an expedition into the jungle
Static: Dodge 12, Block 9, Parry 10,
if the PCs agree to let him buy the Green
Soak 8
Monkey from them, should they find it.
He offers to pay 20,000 gold pieces for the
Emerald. He will, after the expedition, also
be willing to purchase back both the map
and the key for a small sum.
Vincent "The Evil DM" Florio (Order #19567347)
The Black Snake River (E1a) The River Horses
The Black Snake River is a minor jungle There are two river horses resting in the
river that feeds into a much larger system. river near the shore when the PCs arrive
GMs should be able to easily place it in (TN 15 Search roll to spot). These animals
their game world as it is too small to be will attack, possibly trying to overturn any
found on most large scale maps. Likewise, small boats and even chasing PCs out of
any encounters the PCs have on their way the water and onto the shore. They flee,
to the river and the exact transportation individually, when reduced to less than 15
they have available to them is left to the hit points.
GMs discretion.
River Horse
The slow moving, often shallow river is
named for the numerous large black Scale: 0D
constrictor snakes that are frequently seen
swimming atop its surface. It is also home Attributes:
to numerous crocodiles and river horses. Might: 6D+1 Wit: 0D
The snakes and crocodiles will seldom Agility: 1D+1 Charm: 1D
trouble boaters, but the river horses are
a different story; these aggressive animals Skills: Brawling 5D+1 (bite 6D+1),
don’t like intruders and frequently charge
or attempt to overturn smaller vessels. Static: Block 16, Dodge 14, Soak 19
Two such animals are to be found in the
large river bend featured on the character’s
map. (E1b) The Beach
The northern beach is a thin layer of river
(E1) The Mighty River Horse soil over a thick layer of stone. The periodic
Here and elsewhere in this adventure, text flooding of the river has a tendency to wash
given in italics should be read aloud or away the larger plants, keeping this shore
paraphrased to the players. free of trees. The shore shows signs of
frequent grazing by large animals (TN 10
Ahead of you, the southern shore begins Survival, or similar skill, roll), suggesting
to rise, quickly forming a steep cliff around that it might not be completely safe as a
which the placid river curves. There is a camp site. Each evening 1d6 river horses
large flat beach on the northernmost point will visit the shore to graze. These animals
of the river’s curve, strangely devoid of will aggressively attempt to chase away any
large trees, but containing several large intruders.
rocks and a multitude of shrubs and
grasses. At the edge of the southern (E1c) The Southern Cliff
cliff is what might be a large, overgrown Atop the cliff to the south of the river is
pile of rocks. This very well could be the a large pile of white rocks, now overgrown
location pictured on the map. with vines. At the bottom of the pile of rocks
is a silver flask (20 gold pieces value). Elkin
Surefoot left it here for when he planned on
returning.
Vincent "The Evil DM" Florio (Order #19567347)
(E2) Jungle Ants
Halfway between the river and
the Monkey Totem is a region
of jungle inhabited by a nest
of giant arboreal ants. These
ants live in the canopy above
the forest ground, but they are
carnivorous and use the trees
for shelter, not food. They feed
instead upon animals that pass
through their territory.
A Fresh Carcass
The first sign the PCs have that
they are in dangerous territory
is the stripped carcass of a
very large animal. A successful
TN 12 Wit roll reveals that the
animal was a river horse. It is
The Jungle fairly obvious the animal has
Trekking through the jungle is a slow, been dead less than 12 hours, and there
arduous affair. A typical party, moving on are numerous small ants busy at work;
foot, can cover a little less than a mile in thoroughly cleaning the bones of the little
an hour. Each hour, the party must make meat that remains on it.
a TN 12 Survival roll to ensure they have
not become lost. Each hour spent lost, the If the PCs think to examine the area, a
party travels 1 mile in a random direction successful TN 15 Tracking roll reveals that
(see Appendix 3). Recognizing they are lost they are coming into territory hunted by
requires a TN 15 (-1 per hour of random giant ants. The prudent thing to do would
travel) survival check. When a party realizes be to go around the nest. Successfully
it is lost, regaining their bearing requires avoiding the ant’s territory adds at least
a TN 10 (+2 per hour of random travel) two hours to the travel time and requires
Survival roll. Possible random encounters two consecutive TN 15 Tracking rolls.
for the journey are listed in Appendix 4. Failing either means the party has become
lost and possibly blundered back into the
Assuming the PCs do not get lost, they territory of the giant ants.
should reach the Monkey Totem marked on
the map six hours after leaving the Black Giant Ant Ambush
Snake River. The temple is located twelve These particular giant ants have two unique
miles due west of the totem. While it is features. The first is that the workers and
possible for the PCs to make the journey in soldiers are completely eyeless. Their
a single day, it should be made clear that normal sight is replaced with an acute
doing so is not practical and will likely wear tremorsense and a powerful sense of smell,
some of the PCs to the point of exhaustion. both courtesy of their long active antennae.
The second unique feature is that, though
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mindless, they have a well developed
method for ambushing prey. The ants dig Giant Ants, Soldier
trenches, suitable for a single ant to lay in.
The other ants then cover the entrenched Scale: 0D
ant with leaves and other vegetation from
the jungle floor. When prey passes within Attributes:
thirty feet of this ant, it launches itself out Might: 3D Wit: 0D
of the ground and attacks, simultaneously Agility: 2D Charm: 1D
releasing pheromones to alert its comrades
waiting in the trees above. There are several Skills: Athletics 4D+1, Brawling 4D+2,
such ambush spots around the edges of Dodge 4D
the ant’s territory. Spotting the ambush
requires a TN 15 Search roll and allows the Static: Dodge 12, Block 14, Soak 9
PC to act in the surprise round of combat.
The ant in the trench automatically acts in
the surprise round, rushing to attack the
nearest PC. Besides the ant in the trench, Giant Ants, Worker
there are three other soldier ants in the trees
around the PCs and they enter combat in Scale: 0D
round 2, rushing down the trunks towards
the nearest prey. Attributes:
Might: 2D Wit: 0D
More Ants Agility: 2D Charm: 1D
It is possible the PCs may want to press on
into the ants’ territory or even take out the Skills: Athletics 3D+1, Brawling 3D+2,
central nest, despite the danger involved in Dodge 3D+2
such an endeavor. GMs should feel free to
arrange other ambush spots. Besides the Static: Dodge 11, Block 10, Soak 9
4 soldier set-up, some ambush spots closer
to the central nest are made up entirely of
worker ants, or a combination of workers
and soldiers, up to 8 at a time. All told, Giant Ants, Queen
the ant hive has about 100 members (1
queen, 20 soldiers and 80 workers) and is Scale: 0D
spread out over a square mile of territory.
At any given time, day or night, the central Attributes:
nest, which is located in the branches of an Might: 3D+1 Wit: 0D
extremely tall and wide tree, contains the Agility: 3D Charm: 1D
queen, 8 soldiers and 32 workers. As soon
as any ant in the central nest is attacked, Skills: Athletics 5D, Brawling 5D,
the whole hive will go crazy and rush to Dodge 4D
attack any intruders. Moving through the
territory, even apart from the presence Static: Dodge 12, Block 15, Soak 10
of the central nest, should be a nerve-
wracking business.
Vincent "The Evil DM" Florio (Order #19567347)
(E3) Guardian of the Monkey Totem
The Monkey Totem is hard to miss. Krita Windworth, Wraith
Standing atop a barren rise in the Scale: 0D
middle of the jungle, you see a ten
foot tall totem, carved from a black Attributes:
stone. The totem features four squat, Might: 0D Wit: 3D+2
ugly monkeys, standing one atop the Agility: 4D Charm: 3D+1
other. More disturbing than the strange
primitive caricatures of the primates Skills: Brawling 5D, Dodge 5D+1,
is the fact that the ground around the Stealth 6D
totem is completely devoid of plant life.
There is a skeletal figure in rotting armor Perks: Insubstantial (can only be
resting upon the ground at the base of harmed by magic or enchanted weap-
the black totem. ons; uses Wit in place of Might to resist
and deal damage; Mournful Wail (any
As Elkin Surefoot fled from the temple, who hear the wail must make a Moder-
one of his companions, Krita Windworth, ate Courage check or flee).
collapsed here, dying of the same wasting
disease that would later claim Elkin. Elkin Static: Dodge 15, Block 15, Soak 11
left her where she lay and continued to flee
south. The unnatural black energies of the
monkey totem, coupled with her own rage at
being left to die, fueled her transformation
into a wraith. Now she haunts the hill of
the Monkey Totem, resting beneath the (E4) Runaway Pig
totem each day; coming out each night to This encounter has no set location. It
kill anything within a hundred feet of her occurs the first night the PCs make camp
corpse. in the jungle. A large boar crashes into the
camp. In its fright, it blunders into people,
A TN 12 History skill roll allows a PC to tents and packs, creating quite a racket.
identify the totem as being a centerpiece The boar takes the time to attack anyone
of monkey-cult worship. When the moon who confronts it, but, after only a couple of
was full, the cultists would gather around rounds, it flees into the darkness. Seconds
the totem in an orgiastic ritual which later, an old male tiger (advanced simple
would culminate in the sacrifice and ritual template) leaps into the camp, tracking
consumption of one of their enemies. its escaped meal. The tiger is quite willing
Besides the danger from Krita, anyone to trade a meal of pork for a meal of
camping too near the totem suffers bad adventurers and subsequently attacks,
dreams involving strange rites, blood, fire only leaving when it has either obtained a
and the full moon. Any PC so afflicted must meal (ie. killed a PC) or has been Severely
make a TN 15 Charm roll or be fatigued Wounded.
until their next period of rest.
GMs should play up the darkness and
the unknown in this encounter, paying
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careful attention to light sources and their (E5) The Killanika-jara Tribe
radius. In the dark, it is difficult to readily It is possible the PCs enter the Jungle,
identify opponents and their locations. and leave, without ever coming across
Distances seem exaggerated and dangers any of the Killanik-jara tribe. Their village
are magnified. is north of where the PCs must travel
and unless they are lost, the PCs should
Boar never run across it. Still, the village
is there and it is possible that the PCs
Scale: 0D encounter hunters from the tribe. These
tribesmen are distrustful of outsiders,
Attributes: but not antagonistic. The tribe are sun
Might: 4D Wit: 0D worshippers. Their chief priest and
Agility: 3D Charm: 1D headman is Qunjakika (NG male human
adept 6), an old and wizened individual;
Skills: Athletics 3D+1, Brawling 5D also the only member of the tribe to speak
(Tusk Attack 5D+1) common.
Static: Dodge 12, Block 15, Soak 12 The tribe is well aware of both the Monkey
Totem and the Monkey Temple, and they
generally avoid both. Nevertheless, if the
Jungle Tiger party is well and truly lost, a beneficent
GM might consider allowing the party to
use the tribesmen as guides. They will
Scale: 0D
work cheaply: not having any use for gold,
they are more likely to want quality steel
Attributes:
weapons. They have no use for metallic
Might: 3D +1 Wit: 0D
armor.
Agility: 4D Charm: 1D
Following is a sample Killanika-jara
Skills: Brawling 5D, Stealth 6D+1
hunting party.
Static: Dodge 12, Block 15, Soak 10
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(E6) The Temple
The outside of the three-tiered temple, if
one were to scrape away the many vines
Qiki-Jan, Medicine Man covering it, is covered with a multitude
of stylized monkeys and apes. The front
Scale: 0D entrance is shaped like the open mouth
of a great simian. The walls inside the
Attributes: temple are likewise covered with similar
Might: 3D Wit: 3D carvings. Many places in the temple
Agility: 2D Charm: 2D+1 also feature pictographic writing. This
writing utilizes a code since lost to
Skills: Brawling 3D+2, Dodge 4D+1, time. It can only be deciphered with the
Pole Arm 4D, Knife 4D, Tracking 4D+1, use of comprehend languages or a TN
Language 3D, Diplomacy 3D+1, Medi- 25 Languages roll. The temple is built
cine 4D entirely of carved stone. The doors are 6
inch stone doors. Though the PCs should
Gear: Spear (+2D), Knife (+1D), Medi- have the monkey key, which fits all the
cine Bag (+1Dto Medicine) locks within the temple, picking any of the
locks requires a TN 15 skill roll.
Static: Dodge 13, Block 11, Parry 12,
Soak 9 Side Note: Simple Traps
Sometimes the most simple traps can
make effective enemy encounters all by
themselves. To this end, we have creat-
ed a simple stat block that outlines how
difficult to detect and disarm a trap
Tamka-Li, Qidkalaki, and
is as well as how effectively it traps or
Renkalalama hits those who trigger it. When creating
traps, the simple methods are usually
Scale: 0D the most effective.
Attributes:
Might: 3D+2 Wit: 2D (T1) Trap: The Monkey’s Jaw
Agility: 3D+1 Charm: 2D The doorway into the temple is shaped
like the great mouth of a monkey. The
Skills: Brawling 4D+2, Dodge 4D+2, door itself, a massive block of stone fifteen
Spear 4D+2, Sword 4D, Tracking 5D+1, feet long, six feet high and five feet wide
is carved to resemble the monkey’s closed
Gear: Spear (+2D), Sword (+2D+2), teeth. There is writing on either side of
the door. If translated, it reads, “crawl
Static: Dodge 14, Block 14, Parry 12, before your god.” The door is raised or
Soak 11 lowered by the turning of a brass wheel to
the right of the door. The wheel contains
a keyhole in the center and turns easily
only after the monkey key is inserted and
11
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turned. The wheel is designed to raise
or lower the door to one of three positions
when the key is in place: fully closed, half
open, fully open. If the door is raised
to the fully open position, it sets a trap
in the entrance way. When the trap is
activated, stepping in the middle five feet
of the hallway causes the massive stone
to fall, crushing any underneath it. The
only ways to safely enter the hall is to
either disable the trap or only raise the
door three feet to the halfway mark and
crawl into the temple. Once the stone has
fallen, the only way to raise it again is
with the wheel. The melee attack of the
jaw represents the varying speed of the (T2) Spider Den
stone jaw due to friction and the angle of
the descent. Anyone missed by the attack This chamber is filled with webs and and
is assumed to have managed to stumble the stench of death. A multitude of bones
backwards out of the mouth in time. and desiccated corpses fill the floor and
Anyone caught by the jaws will be slowly hang from the webs.
crushed to death.
Years ago, giant rats dug holes into the
southeastern temple chamber. Their
Monkey Jaw Trap
bones still litter the floor. Giant spiders
found the tunnels, made meals of the rats
Detect: TN 15 and set up a lair in the room. They use
Disarm: TN 20 the tunnels to exit into the jungle each
Might: 6D, Brawling 7D+1 evening to hunt. During the day they are
Effect: The large stone door dropped by to be found resting in the room. They will
this trap slowly crushes those unfortu- attack any intruders.
nate enough to be caught underneath. Underneath the webs, the walls of this
Escaping this trap is almost impossible room are covered with a plethora of
once caught in it. However, mighty feats curious writings, done in a multitude of
of strength are always possible. A char- hands. In the middle of the floor is a small
acter trapped under the stone door may pit, eight inches deep, in which there
be able to catch the boulder and hold it are still the remnants of ashes. Cultist
until his or her companions can de- would burn strange hallucinogenic plants
vise a way out. The strenuous effort of in this room while meditating and would
catching the stone door requires a suc- subsequently write whatever thoughts
cessful Might roll with a TN of 31. Hold- came into their minds on the walls. If
ing the massive stone aloft is a similarly deciphered, the writings make little sense,
heroic and strenuous task, requiring a except that they do make clear that the
successful Stamina roll with a TN of 25 cultists were very devout in their desire to
every minute the stone is held aloft. kill others in the name of the “monkey.”
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(T4) A Hungry Vine
Giant Spider
Sunlight dimly filters into this room
Scale: 0D through a small six inch crack in the
ceiling. The floor of the room is damp, no
Attributes: doubt from rain that has fallen through
Might: 2D Wit: 0D the crack. The combination of rain and
Agility: 4D Charm: 1D sunlight has allowed several plants
to begin taking root on the stone floor.
Skills: Athletics 4D, Brawling 3D, Rotting shelves, now covered with vines,
Dodge 5D, Throwing 4D+1 (venom at- line the walls.
tack 5D), Stealth 6D
An assassin vine, grown from the seeds of
Perks: Venom Attack (A character hit those that dwell above, has grown in this
by a venom attack suffers 4D acid burn room, no doubt feeding on rats or insects.
damage and is poisoned. A poisoned It eagerly attacks any large creatures
character suffers -1D Might until cured (such as the PCs). There are four major
with a Medicine roll at a TN of 20.) vines in the room, and each must be
defeated for the threat to end.
Static: Dodge 15, Block 9, Soak 6
The shelves around the room once held
(T3) The Dancing Monkeys scrolls, sacred to the cult. The scrolls
As the PCs enter the room: have long since rotted, as has the
shelving.
Flames leap to life: violet and gold
flames held in the cupped hands of
Assassin Vine
stone monkeys. Three life sized statues
Scale: 0D
of dancing monkeys occupy the middle
of this room, each one facing outwards
Attributes:
from the center. The flames, obviously
Might: 3D Wit: 0D
magical, flicker in such a way as to make
Agility: 4D Charm: 0D
the stone dancers seem to move.
Skills: Brawling 4D, Dodge 5D, Stealth
The fires are continual flames which only 5D
burn when the room has an occupant.
The statues cannot be removed from the Perks: Grapple and Choke (Charac-
stone floor without damaging them. The ters hit by the assassin vine’s attacks
walls of the room are decorated with must make an Agility roll with a TN of
murals of dancing monkeys but there is 12 or become entangled in the vines.
nothing to indicate how the cult used this Each round a character is trapped in a
room. vine, he or she suffers a 4D+2 damage
roll. To get free of the vine, the closest
Assassin Vine must be killed.)
Static: Dodge 15, Block 12, Soak 9
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a collector of such things. Each piece of
(T5) The Temple Well armor is made of lacquered wood and
weighs fifteen pounds.
This room is unadorned save for the well
which sits in the middle of the room. Four Guardian Spirits
feet wide, the stone walls of the well
rise up approximately three feet from the Scale: 0D
floor. The air of the room is damp and the
rotting remnants of a bucket and rope lie Attributes:
next to the well. Might: 2D Wit: 0D
Agility: 3D Charm: 0D
The surface of the water in the well lies Skills: Brawling 3D, Dodge 3D+2,
fifteen feet below the floor. The water itself Sword 3D
is twenty feet deep. The bucket is useless,
but if one could draw the water, they Gear: Sword (+2D+2), Shield (+4),
would find it cool and refreshing. Leather Armor (+2)
(T6) Guardian Spirits Static: Dodge 11, Block 9, Soak 12
Four skeletal warriors, two to a side,
guard this wide hallway. They are
dressed in ceremonial armor, spears at
the ready. At the end of the hall is a (T7) The Monkey’s Tail
door, carved with the image of a sitting The door into the central chamber is
monkey. carved with the image of a monkey. The
image is fashioned in such a way that the
Four guardians were bound to this tail of the monkey is not visible but there
hallway, duty bound to protect it against is the suggestion of the tail going out
non-cult members. PCs may suspect the beyond the frame of the door. To either
skeletal warriors of being undead, but the side of the doors leading into the central
truth is worse. The bodies of the guards chamber, there are identical inscriptions.
do stand at skeletal attention, but it is the When translated, they read, “kneel before
souls of the warriors which will attack. your god,” and “blood opens the way to
These spirits were twisted into demonic the monkey god.” The inscriptions refer
entities and bound to the hall. When PCs to the monkey tail trap and the sacrifice
enter the hall, these demons will manifest required of those that wish to touch the
from the walls and attack until either they green monkey.
or the intruders are destroyed. These
beings are vaguely simian in appearance, The door is locked and there are four key
with monkey like tails and long, gangly holes along the side of the door. Opening
limbs. the door requires turning the key in the
The ceremonial armor the skeletons are bottommost key hole. Turning it in any
dressed in is well preserved and each of the other three sets off the monkey tail
piece would be worth 200 gold pieces to trap – A five foot metal bar swings out,
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striking anyone within ten feet of the door (T8a) The Altar and the Temple
in the legs, possibly knocking them to the Guardian
ground as it sweeps them off their feet. The altar has not been used for a long
time, but it is still stained with the blood
of many sacrifices. Anyone stepping
past the altar, without first spilling blood
atop the altar, causes the guardian of the
temple to rouse itself and attack. This
Monkey Tail Trap monstrous earth elemental is bound into
a the shape of a great gorilla made of
Detect: TN 18 earth and stone. Rising out of the earthen
Disarm: TN 15 floor, it attacks until either any intruders
Might: 5D, Brawling 4D+1(Sweep At- have fled the room or it is itself destroyed.
tack 4D+2 Making a sufficient offering of blood
(requiring the death of a small or larger
Effect: When triggered, the trap sweeps creature) will also pacify the elemental.
a metal bar from the wall that attacks
at leg height. Characters hit by the at-
tack must make an Agility roll with a Temple Guardian
TN of 12 or be knocked to the ground.
Scale: +2D
Attributes:
Might: 4D+2 Wit: 1D
Agility: 2D Charm: 1D
Skills: Brawling 5D+1, Lift 6D
(T8) The Temple Rises Up!
Perks: Stone Skin (+2)
This vast vaulted chamber differs from
the other rooms in the temple in that, Static: Dodge 6, Block 16, Soak 14
beyond a platform of stone, it has a dirt
floor, a singularly smooth and barren dirt (T8b) The Central Column
floor. Monkey skulls decorate the stone
altar, located ten feet from the door. In The graven images of screaming monkeys
the middle of the room, atop a carved fill every inch of this squat, four foot high
pedestal, sits a large green emerald. pedestal. Many of their open mouths
are literal holes in the pedestal. Floating
Here, before the Green Monkey, the within the green emerald on top of the
cult members offered their sacrifices pedestal is an empty void in the shape of
and received the blessing of their god. a meditating monkey.
Because the emerald was so central to
their cult, they protected it with the most The emerald is the Green Monkey (see
powerful guardian they could bind appendix 1). The column is trapped so
that removing the Green Monkey causes
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spikes to erupt from the floor of the room,
potentially impaling everyone in the room.
The spikes recede when the Green Monkey
is placed back on the pedestal. The trap
can be disabled with the monkey key. One
of the mouths of the screaming monkeys on
the pedestal is actually a cleverly disguised
key-hole. Finding the right mouth requires
a successful TN 15 Search roll. Safely
removing the Green Monkey requires the
key remain in the key-hole. Removing
the key after the Green Monkey has been
removed also sets off the trap.
Spiked Floor Trap
Detect: TN 20
Disarm: TN 16
Might: 4D
Effect: When triggered, spikes ascend
through several moss covered holes
concealed in the floor. The entire room
is trapped, and each character in the
room has to make an Agility roll with a
TN of 18 to avoid being hit with a spike.
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Appendix 1 – Determining Direction When Lost
As the PCs travel through the wilderness, there is always the possibility that they will
get lost. Below is a suggested system for determining the direction the party is traveling
in. It is based upon an acknowledgment that it is possible to be lost and still head in the
right direction. Even when a lost party heads in the right direction, the difficulty for their
survival checks continue to increase or decrease as if the party were lost. Ideally each
square (or hexagon) on the grid should represent 1 hour’s worth of travel.
On maps using a square grid, determine the direction of travel when lost by rolling 2d6
and comparing it to one of the following grids.
On maps using a hexagonal grid, determine the direction of travel when lost by rolling
2d6 and comparing it to the following grid.
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Appendix 2 – Random Jungle Encounters
GMs can check for a random encounter each hour the PCs are in the jungle. When
a random encounter occurs, use the following two charts to determine what is
encountered. The recommended or random numbers of the animals or monsters
encountered are listed below in the line entries.
Random Encounters (2D6)
2 Ape (2-4), Page 14 of Mini Six Rulebook
3 Mosquito, See Below
4 Jungle Tiger (1-2), Page 10
5 Ghost (1-2), Page 16 of Mini Six Rulebook
6 Giant Ant Colony, Page 8
7 Boar, Page 10
8 Skeleton Guards (3-5), Page 17 of Mini Six Rulebook
9 Mosquito, See Below
10 Giant Ant Colony, Page 8
11 Tiger (3-5), Page 14 of Mini Six Rulebook
12 Barbarian Tribesman (3-6), Page 16 of Mini Six Rulebook
Mosquito Despite its size, the mosquito is a very real danger in the jungle. If a random
encounter indicates the presence of a mosquito, the PCs have contracted wasting fever,
which manifests as a fever and a general lethargy. The disease is slow to act but can
be hard to get over. A PC who has contracted Wasting Fever must pass a Might roll with
a TN of 15 or suffer -1D to all Might and Agility based rolls for three hours. After three
hours, the PC again rolls Might against the Wasting Fever. Failing three times results in a
permanent -2 pips to Might. This loss can be recovered by using Character Points to train
the attribute back up. Note, though, that skills tied to the Might attribute are not affected
by this permanent loss unless that skill was not trained above Might.
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Alas for the ill-fated journey. We found the temple but never made
it inside. Savage animals from the jungle attacked us and we were too weakened
to fight back. We fled from the demonic beasts. That is, Krita and I fled.
Yoris and Lindom fell to teeth and claws. Krita made it as far as the totem
before collapsing. I pressed on, delirious and nearly blind with fever. The
green monkey still lies within its cursed home, but I shall return and claim it for
my own, guided by this map I have made with my own hand. This I do pledge.
Player Handout 1a: Handwritten Note
Written on the back of the map is the following
- Elkin Surefoot
Player Handout 1b: Player map
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Player Handout 2: Drawing of the Monkey Key
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GM Map 1: The Jungle
Encounters are marked as per the Player Map Location
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GM Map 2: The Temple
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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
D6 Adventure (WEG51011), Copyright 2004, Purgatory Publishing Inc.
West End Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc.
Mini Six Bare Bones Edition (APGXX), Copyright 2010, AntiPaladin Games.
Mini Six, and APG are trademarks and properties of AntiPaladin Games.
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PRODUCT IDENTIFICATION:
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all Product Identity (PI) of Protagonist Games.
This is the end of the Open Game License.
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